Arcane Brilliance: Mage's guide to patch 4.2

Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week we're taking a quick break from our look at the state of the three mage specs to deal with the impending release of patch 4.2. Yes, I know it has only been one column, and we're already taking a break. Honestly, why do you always have to point things like that out? Sheesh.
So with patch 4.2 dropping at any moment (all signs now point to the 28th of this very month), I figure we'd better just sit down, look deeply into one another's eyes, and discuss our future. You see, we're going places, you and I ... more specifically, we're going into the Firelands, to kill Ragnaros and his buddies. We're looking for increasingly elaborately decorated dresses to wear, and one very impressive magical staff. I just want to make sure that we're both prepared for what we will find there, for the challenges we'll be facing, and for the changes we will be experiencing before we start the journey. We'll have deeper voices, hair where we didn't have hair before ... no wait, that was what happened when we started middle school. This is pretty similar, actually, only with fewer pimples and slightly more Fireballs.
What's changing
Crowd control is 100% less likely to get you killed. This is a general change, applying to everybody with a crowd control ability, and boy is it a welcome one. You remember all of those times you were asked to sheep pull a group and so you did, casting sheep on that healer mob then watching as the tank failed to pick up the whole group until it was too late, and then dying in a pile of blood and viscera? Good times. Well no more! Now, when you cast Polymorph on somebody before the group has been pulled, you no longer generate any threat. The mob you sheeped will not attack you when the spell expires or is broken, and his buddies will no longer come charging toward you with the intention of breaking you in twain. This allows you to better plan out the crowd control strategy before a pull, coordinate who is doing what to whom and fix any mistakes prior to everyone dying horribly. It also helps ensure that the tank can easily pull the mob the way they want to, without worrying too much about stealing back aggro or breaking your late sheep with an AOE attack.
This will, quite simply, make everything about pulling multi-mob groups easier on everybody. I am a fan of this change.
Spell interrupts won't interrupt you quite as much as they used to. This one's pretty minor, but worth mentioning. Currently, if you get hit with a silence or interrupt that knocks out a particular school of magic, dual-school spells like Frostfire Bolt would also be knocked out. This is no longer true. If somebody knocks out your ability to use fire or frost spells, you'll still be able to cast Frostfire Bolt. Unfortunately, the converse is still in place. If somebody manages to interrupt you with a school-specific interrupt while using Frostfire Bolt, you'll be locked out of both frost and fire spells, just like now.
Arcane Blast is being nerfed. But it's okay. As we discussed last week, arcane's damage is eclipsing fire's right now, in current gear. Fast forward a couple of weeks, when top arcane mages will all be suiting up in shiny new tier 12 gear -- without a nerf, the disparity would be much larger. Arcane scales so incredibly well with intellect that this nerf, which is a 5% damage reduction to our major nuke, is really just a minor balance tweak to keep our top two PVE specs competitive with each other as our gear improves. It'll be alright. I promise.
Pyroblast does a buttload of damage, no matter what. I guess the Hot Streak version of Pyroblast wasn't doing quite as much damage as regular flavor Pyroblast. Now they both do the same. Either way, you're hurling a giant flaming boulder at that warlock's face. It's going to hurt.
Spellsteal is getting nerfed, but it could have been much, much worse. I'm not even kidding. The spell needed a bit of nerf. It was being spammed and abused in PVP in ways that Blizzard simply couldn't ignore, so they nerfed it. Only when they first nerfed Spellsteal, they basically tied it up, drug it out back, and shot it in the mouth. Spellsteal nerf version 1.0 was a full on slap in the proverbial face, and there was much whining on the forums. It was pretty ugly. I myself lobbied for a different sort of change in this very space not long ago, and because the class designers totally read Arcane Brilliance with an almost religious zeal and do whatever I suggest without exception, the nature of the Spellsteal nerf was soon reworked. Cough.
Now, instead of a completely unacceptable 6 second cooldown on the spell, Blizzard has opted for a 100% increase in mana cost. Basically, if you want to spam Spellsteal, you still can, right up until the point where you burn through all of your mana and die in embarrassing fashion. By making Spellsteal spam a cost/benefit mechanic, they left the usage of this signature mage spell in our hands, and I trust us to make the right decisions.
Impact's spreading of Living Bomb is a little easier to control now. Basically, when you hit something with Impact in an attempt to spread Living Bomb to additional targets, you'll now have an easier time predicting which additional targets it'll spread to. Firstly, it'll only spread to two additional targets. Secondly, it'll no longer migrate off of your primary Living Bomb target. If your Impact target is the same as your Living Bomb target, your Living Bomb will stay put on that target. This isn't so much a change as a bug fix. Now if only we could figure out Ignite Munching.
Deep Freeze and Ring of Frost now share diminishing returns. Which kind of sucks. I understand why they're doing it, but still. Essentially, this is a nerf on frost mage control in PVP. Admittedly, frost mage control in PVP was pretty awesome. Still is, even after this nerf, really. I haven't been PVPing much in this expansion, and I'm sure I'd feel more strongly about this if I did, but any nerf hurts. This one serves to limit frost's almost unrivaled ability to lock opposing players down. Again, I understand. Sort of.
Time to start hunting down Dragonwrath, Tarecgosa's Rest. Get your guild psyched up for the new content, because there's a legendary staff to be earned, and you need a strong progression raid to help you work toward getting it. But here's the thing: even if you're in an awesome guild, you're going to need to prove your worth to be awarded this staff. Look for an upcoming column in which I detail how to make sure you're considered the best candidate to receive this staff once your guild manages to earn it. A quick primer:
- Be the most reliable DPS in the guild. Notice I didn't say "be the top DPS on the charts." Be on time. Do your job. Be there on raid nights. Do excellent DPS. Be consistent and trustworthy.
- Don't be a douche.
- That's it, really.
Why it's changing
I've tried my best to explain what is changing and what I think of the changes. Sadly, I am but a lone man, on the fringes of polite society, typing madly away on these columns alone in my basement, sustained by the moans of the dying warlocks chained to the walls around me. I do not work for Blizzard, I do not design this game, and thus I have no special insight into the reasoning and logic behind the changes I write about.
Thankfully Lead Systems Designer Greg "Ghostcrawler" Street does. And even more thankfully, he sees value in explaining said changes to us as a player base in as much detail as he can. In case you missed it, here's a reprinting of his explanation of the mage changes as posted on Thursday. There's a lot of interesting stuff in the article, and you should all go read it if you haven't yet done so.
- We changed the way interrupts interact with spell schools. Our intent when we created dual school spells (like Mind Spike being Frost and Shadow) was to allow players locked out of one school to still have something to cast, and we now have the technology to deliver on that design. However, we maintained the rule that being interrupted while casting a dual-school spell will lock you out of both schools because we didn't want players to only use those spells as a way of avoiding interruption.
- We removed the threat caused by buffs or crowd control because we wanted to make communication and coordination easier in dungeons, especially among strangers using Dungeon Finder. We want the challenge of a dungeon encounter to be the encounter mechanics, not marking targets. We also think this change will be a quality of life improvement for tanks, who inherited a lot of the responsibility for explaining fights, marking targets and otherwise setting the pace.
- We nerfed Arcane Blast because Arcane's damage was too high in PvE. We wanted Arcane to be competitive with Fire, especially given that Fire tends to perform better on fights with movement or multiple targets. However, it looked like many Fire mages were begrudgingly respeccing to Arcane, which wasn't the intent. We wanted Arcane to be competitive, not the only serious mage spec for PvE. (See Frost vs. Unholy note above.)
- We originally tried nerfing Spellsteal's cooldown, but that made it feel really random (for both sides) since the mage had no control over which spell was stolen. We instead nerfed the mana cost to encourage tactical use of Spellsteal and discourage spamming. We'd still like to try a model where dispels have a long cooldown but remove everything, but that is too big a change for now.
- We added the diminishing returns to Deep Freeze and Ring of Frost (after earlier trying some different nerfs) to tone down Frost mage control, especially in the mid and lower tiers of PvP when dispels can't be assured.
I have my quibbles with things contained in that post, but I'll save them for another day and another column. Overall, I'm just grateful for the insight. I'd like to see a whole lot more of this sort of open dialogue going forward.
So what do you think, mages? We know what's changing, and we know why. Are we ready for the Firelands?
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 3)
Jebediah54 Jun 18th 2011 4:17PM
"We'd still like to try a model where dispels have a long cooldown but remove everything."
The day this happens, is the day I'll be frothing at the mouth with power on my mage.
Andrew Jun 18th 2011 9:04PM
I want to see a bug, *just once*, either on the PTR or on live servers with this model, where Spellsteal accidentally grabs EVERY buff within it's 40 yd radius. I know, the chances of that happening are astronomically small, but then again why were PTR human males swimming in the air last patch?
Luke Jun 19th 2011 8:03PM
"We'd still like to try a model where dispels have a long cooldown but remove everything."
My problem with this is, Spellsteal isn't just a dispel it's also a buff. If they do intend to change dispels in a blanket sense, then Spellsteal will more than likely have to become a mirror type of spell. Meaning, you copy a buff on a player or a spell being cast.
Starlin Jun 18th 2011 4:47PM
Does anyone have any recommended stat weights to use for a Fire Mage in Ask Mr. Robot? I changed the default haste from 1.59 to 1.4. Anyone have any other suggestions?
bizz Jun 18th 2011 5:19PM
yeah put haste back where it is supposed to be.
Sally Bowls Jun 18th 2011 5:34PM
^ pls.
Same for arcane.
Due to there being so fewer "pawn" values these days (I find stats that are pretty good are significantly more useful than l2sim comments.) However, since it runs on the Mac I did get simulcraft runnning. Does the current version produce a good enough guess for 4.2?
Basically, I need #s for five places:
"Shopping/planning" on lootrank, Mr Robot, and WoWhead
Entering into pawn for quick "is this an upgrade should I need" decisions
Entering into reforgenator/reforging manually.
Starlin Jun 18th 2011 6:03PM
Wait. Fire mages weight haste over crit? When did this happen?
Mugutu Jun 18th 2011 7:44PM
When Hot Streak became extremely unreliable compared to how it was in ICC. You're better off relying on the first Hot Streak talent and just pumping out Fireballs, all while getting more dot ticks.
Pyromelter Jun 18th 2011 8:13PM
"Wait. Fire mages weight (sic) haste over crit? When did this happen?"
I can't speak for burning crusade, but it's been better than crit pretty much since 3.01. So that would be just over 2 and a half years.
More haste = more fireballs.
For a while during wrath, arcane was better than fire because of more consistent dps and better scaling. At the end of TOC, beginning of ICC, fire caught up, because crit levels started getting high enough for for more hot streaks, as well as a general buff to fire. At that point, mages, aimed for a balance of crit and haste - basically, the more haste you had, the more crit was valuable, and vice versa. This is why people would say "sim it," because your stat weights were dependent on the stats you had. Stacking haste was basically equivalent to stacking crit, however the advantage of haste with a faster cast means that you can finish your cast before the bad stuff on the floor gets put under your feet.
Once 4.01 hit with dots scaling with haste, it was all over. You stack haste until you hit your "extra dot tick" plateaus, and then go for crit. Once you get the gear enough close to the next plateau, go for the haste to get there.
On top of that you had people hardcasting Pyroblast on some encounters, giving haste an even bigger role to get the cast time of pyroblast down.
Faralia Jun 18th 2011 4:48PM
I'd really like to see a bit more PvE balancing done as far as the three specs go. Currently, I'm pretty much forced to raid as Arcane simply because Fire and Frost do not compete. Fire can come close depending on how lucky you are with Hot Streak procs, but due to the nature of Arcane's "burn phase" and high mobility, Fire simply can't compete. I have no real problem playing Arcane, but I played it all throughout Wrath, and I feel like there's a bit more flavor to the other two specs, specifically Frost. I will say that Blizzard has done a great job so far of keeping the specs closer than they ever have before, and I hope they can improve on that even more.
Faralia Jun 18th 2011 4:50PM
Specifically Fire*. whoops!
pinteresque Jun 18th 2011 8:03PM
"but due to the nature of Arcane's "burn phase" and high mobility, Fire simply can't compete."
High mobility? Arcane? What are you smoking? a 3-second speedboost on blink is the only speed advantage arcane gets and it's low enough in the talent tree to be picked up by other specs if really desired. Otherwise, arcane's movement boosts consist of standing in one place and hoping like hell that the boss abilities target somebody ELSE to put a puddle under.
Pyromelter Jun 18th 2011 8:20PM
According to state of dps, fire and arcane are within 1% of each other, which is basically a negligible difference (meaning you can play whichever you are better at/enjoy more).
As far as mobility, i'm with the other guy, arcane has a short cooldown spell that hits like a slightly undercooked noodle, and presence of mind on a medium cooldown. Otherwise you're pretty much out of luck, although I like that as arcane, it really forces you to learn how to stand still and cast in the context of a lot of movement. That's the challenge of arcane more than anything. With fire, you have a dot, an instant cast, a proc instant, and a channeled spell you can spam on the run.
tl;dr - pretty much everything you assumed as fact is wrong, and the rest of the mages are kind of sitting here reading your comment going "wut?"
Faralia Jun 18th 2011 9:22PM
"According to state of dps, fire and arcane are within 1% of each other, which is basically a negligible difference (meaning you can play whichever you are better at/enjoy more)."
Keep in mind that state of DPS "lists the DPS for each class as compiled from the top parses from World of Logs." That's for top players, at the top level of gear and progression. For any mage in normal mode gear I've seen, Arcane will put out higher numbers. Maybe it's just the way the stats scale at higher gear levels - I don't know, I recently switched my main to a Holy Paladin, so I haven't done as much work with my mage.
On the subject of mobility -
While I will agree that fire has a good amount of mobility, playing Arcane I have never had a problem. Cast Barrage while on the go, stop, cast some AB's, if I need to move again so be it, I'll cast another Barrage. Even on heavy movement fights such as Magmaw in Phase 1, Valiona and Theralion, and to a lesser extent Twilight Ascendant Council, I've never had a problem pushing competitive numbers as Arcane.
"That's the challenge of arcane more than anything."
I've never found Arcane challenging - ever. I'm always able to put out competitive numbers as well as do everything else required of me in the encounter.
"tl;dr - pretty much everything you assumed as fact is wrong, and the rest of the mages are kind of sitting here reading your comment going "wut?""
Well, before that part, I was giving you a lot of credibility. The rudeness here kind of ruined it for me, to be honest.
raven.quiet.storm Jun 18th 2011 10:07PM
Yea... your post doesn't make sense. If you said "I'm being pushed to play arcane for single target damage" ok, that makes sense, even though fire is still pretty solid. Saying "I'm being pushed to play arcane because it blows fire out of the water and mobility is so good" thats the opposite of what is happening.
Arcane beats fire in single target damage. Fire ROCKS arcane in AoE, and mobility, as well as survivability. Tell your guild that fire has its raid advantages still and its variable on which you want to play. Playing main Fire is still really good and on fights like chim maybe you can switch. Honestly, tell your guild that they don't know mages.
Pyromelter Jun 19th 2011 3:32PM
"Keep in mind that state of DPS "lists the DPS for each class as compiled from the top parses from World of Logs." That's for top players, at the top level of gear and progression. That's for top players, at the top level of gear and progression. For any mage in normal mode gear I've seen, Arcane will put out higher numbers."
It uses the top 200 parses from 25 man normal modes. The absolute best mages (with the best gear) would be pumping out much higher dps from heroic modes. Regarding single-target stand and nuke fights with minimal movement, the data would agree with you, arcane over fire. There are very few of those though.
"I've never found Arcane challenging - ever."
Nor have I. However, I will restate what I meant before. On the run, an arcane mage's dps drops below almost every other dps spec in the game. So the "challenge," so to speak, is to learn encounters cold to minimize your movement, and learn how to get out of the fire as quickly as possible to maximize your dps. Maximizing your activity time as a caster who really only uses non-movement cast-time spells is what the challenge is, not maintaining the rotation. What you described is the "shoot and scoot" method, and it's a hallmark of great arcane mages. Well done, friend, you've mastered the intended playstyle of the arcane mage.
"The rudeness here kind of ruined it for me, to be honest."
Wut?
(ie - lighten up, yeesh).
Myth Jun 20th 2011 3:23AM
wut? Rudeness?
My gosh ... what game do YOU play on? What server? How have you survived this long thinking THAT was rude?
MichaelBerean Jun 21st 2011 2:36PM
I prefer arcane on fights where a lot of things are happening that you are supposed to react to (including movement intensive fights). This is because I do not have to look at anything to know what spells to cast. I can focus almost all of my attention on the actual encounter.
Aislinana Jun 18th 2011 5:11PM
Do you think the Living Bomb change is going to make fights with multiple high-health adds phases (think Maloriak, Halfus) a lot less DPS for us? I thought the whole point of capping hard-cast LB targets meant that we could spread Living Bomb across many more targets using Impact. I guess I don't understand the change as being a net positive.
Akurano Jun 18th 2011 5:49PM
No, the Living bomb of before just spread the LB to 3 DIFFERENT targets, and removed it from your current target, so you couldn't tell what the duration of LB other than see the spell effect. I like this change.